Spirit Dimming

Charm - Compels creature to fight and die for the caster. The level of the creature charmed is up to 100% of the caster's level. Depending on the level of the spell, only certain types of creatures may be charmed.

Debuff (Dex/Qui, AOE) - Target's Dexterity and Quickness are lowered, which causes them to be significantly less effective in melee combat. This is an "Area of Effect" (AOE) spell which can affect multiple targets in the spell's radius.

The best use I've found for them is crowd control in groups. When you get lots of adds, run to front line with tanks, and start casting when they are about half way to you. Should stop a good number of them. Only downfall to this is you now have a lot of critters very unhappy with you, so be sure to back up again as soon as you cast, and don't send pet in to attack, you'll need him for defense to pull agro if a mob breaks through to you.

They work fine, it just that this line is point blank. Found out by having no target and mezzing some low level garbage in front of Fort Atla. Range isn't very big at first but hope it increases with future spells I get. So you can run up and mez the adds that are beating on your pet or single target them with the Hold target spells that are in one of our other lines.

AoE mezz seems to work fine but they are point blank so you do need to be up close and personal. Yes the rad does grow but its not huge. I have only regularly used AoE mezz when soloing blue if there are multiple adds. Last time I tried on a group of yellows which spawned at my pets feet they immediately broke Mezz and my demise was swift and unpleasant.

I've got a SpiritM. and was look'n at which lines i /b should /b spec in. Is ae dex/qic effective vs mobs or rvr? I've heard that the ae str/con in spirit suppression has crazy effects in rvr. I really like lifed drain since i'm normaly pull'n for my pet, but the 'give life' of spirit suppression could be more usefull in groups. I'd love some feedback from experienced spiritmasters.